Thursday, January 22, 2009

Lines of the Oculus

The Oculus abilities I am making intentionally vague since I do not want a lot of rules. Situations and circumstances would just make it a mess otherwise to detail. Also it is more in flavor with B/X to make it vague and use imagination over DCs and resistance crap.

In general the abilities scale will be based upon level/HD. A level one can light a torch with Eyes of the Red Dragon, a level ten could conflagrate an inn to the ground. Oculus abilities are probably the closest thing to psionics in the campaign, that is psuedo-magical and in some cases it trumps magical effects. The abilities are essentially at-will to use and concentration to maintain. I will instigate save throws if they are abused or in cases where common sense dictates where it simply is not wise. I would imagine it would not be pleasant to use such an ability and there would be some obvious strain in repeated use.

Human


Trikel, Eyes of the Flowing Sea - Manipulates the forces of motion, in particular liquids. Create a vortex in a lake, over turning a boat, etc.
Enemor, Eyes of the Ebbing Sands - Some mild time manipulation; slowing a incoming balista bolt, speeding up running from a Troll, etc.
Um'Bom, Eyes of Light Unbound - Unburdens the heart, gives strong feelings of compassion, honestly, and repentance when the gaze is focused on a target.
Selyeon, Eyes of Twilight - Causes inner turmoil to surface, reveals ones true nature as in the best and worst of them. More severe effects on heavily lawful or chaotic targets.
Teleth'tun, Eyes of the Red Dragon - Ignite shit on fire of course.
Osteniar, Eyes of Shifting Doom - Varied and indiscriminate curse. Wide array of effects but always malign.
Losburn, Eyes of Western Stars - Instigates bloodlust and heroism to those in view.

Halfling

Molisine, Eyes of Lurid Dreams - Causes waking dreams in targets, in some cases trapping the victim in their own mind.
Listrim, Eyes of the Trapped Monkey - Copies any viewed action.
Rhianil, Eyes of Passage to the Underworld - User can communicate with unseen spirits and the dead.
Wildenbern, Eye of Blooming - Growth and culmination of reaching ones true potential.
Muru, Eyes of False Wisdom - Distorts beliefs and perceived truths.
Hernok, Eyes of Southern Stars - Instigates strong feelings of direction, motivation, and moral.

Elf

Ihlwyn, Eyes of Childish Ways - Incurs the mind of a child in a target. Occasionally permanently.
Hei, Eyes of Mirrors - Can see better in the dark than in normal light, near total awareness in total darkness.
Shinera, Eyes of Comely Truth - All eyes perceive the viewer in a stunning and charmed manner.
Ahbey, Eyes of Summer Storms - Infuses actions with thunder and lightning.
Fhantil, Eyes of Northern Stars - Instigates serenity and benevolence to those in view.

Dwarf

Samel, Eyes of Sullen Thanes - Commands a target to unthinking action.
Bastione, Eyes of Plain Sight - Sees nothing but truth in all things.
Koldrak, Eyes of Thought Unexplained - Inspires a mind permanently to great ingenuity.
Tagdoroane, Eyes of Listless Slumber - Victims fall into stupor, a deep sleep, sometimes for years. Often they awaken with an epiphany.
Jebdul, Eyes of Eastern Stars - Instigates tireless toil among the viewers.

Things will likely shift around as I get it more solidified but this is about what I would use for PC availability. There would be many others of course but most will be detailed as we encounter them. I am tempted to eliminate a race (or more) from having them altogether, adding yet another layer of envy and conflict. Perhaps Halflings since already have a bit of an ambiguous ability as it is.

Most of the well known NPCs who have the Oculus would actually rarely use it (few exceptions of course). When they do it would be a major event and likely something that tales would speak of for months or years. I expect many plots and intrigues would be triggered by such events.

Mac

We are starting a Dark Heresy game on Sunday with Ian as the DM. I will probably post notes periodically. So first off my dude, Mac.
Name:  Mac
Homeworld: Hive World
Gender: Male
Career: Arbitrator
Rank: Trooper
Start Package: The Red Vaults of Luggnum


WS: 31 BS: 34
S: 40 T: 32
Ag: 29 Int: 38
Per: 31 WP: 39
Fellowship: 42 Wounds: 12

Fate Points: 1 Thrones: 56
Insanity Pts: 1 Starting XP: 300
Corruption Pts: 0

Build: Brawny Skin Color: Tan

Hair Color: Black Eye Color: Grey
Age: 40

Quirk: You have a bullet wound scar.
Hive Class: Specialist
Divination: The gun is mightier than the sword.

Traits: Accustomed to Crowds, Caves of Steel, Hivebound, Wary


Basic Skills: Tech-Use (Int) (Caves of Steel), Inquiry (Fel)

Advanced Skills: Speak Language (Hive Dialect) (Int), Speak Language (Low Gothic) (Int), Literacy (Int), Common Lore (Adeptus Arbites) (Int), Common Lore (Imperium) (Int)


Talents: Basic Weapons Training (SP), Melee Weapons Training (Primitive), Quick Draw, Jaded

Gear: shotgun and 12 shells, club, brass knuckles, knife, uniform (Good Quality Clothing), 3 doses of stimm, injector, Arbitrator ID, chrono, pack of lho-sticks, mesh coat, steel toecap boots (memento), bag of shot pellets (memento)


Special Qualities: None

Family: Your mother's name was Karna. She walked the path of the Scum. She is deceased. Your father's name is Kaltos. He walks the path of the Scum. You are an only child.

Notes: Your name is Mac. You are male. You are 40 years old, and have tan skin, black hair and grey eyes. Your peers describe you as brawny. You have a bullet wound scar.

You were born on a bustling, crowded Hive World. You come from a line of Specialists, your expertise granting you privileges above your peers back home. You walk the path of the Arbitrator, where you hold the rank of Trooper. When you visited the Imperial Diviner, the seer told you this: The gun is mightier than the sword. Your only physical reminder of your past life is your steel toecap boots, something that holds great sentimental value to you. In your travels and adventures as Arbitrator, you have collected a special memento of your journey, your bag of shot pellets.

Your upbringing, environment, and the path you have chosen in life have granted you the following traits: Accustomed to Crowds, Caves of Steel, Hivebound, Wary.You have learned, acquired, or been born with a number of talents, such as Basic Weapons Training (SP), Melee Weapons Training (Primitive), Quick Draw, Jaded.

You excel in a number of basic skills, including Tech-Use (Int) (Caves of Steel), Inquiry (Fel).You have learned a number of advanced technical skills, such as Speak Language (Hive Dialect) (Int), Speak Language (Low Gothic) (Int), Literacy (Int), Common Lore (Adeptus Arbites) (Int), Common Lore (Imperium) (Int).

At this time in your life, your personal belongings are meager, most provided by the Imperium as part of the path you walk. Your holdings include shotgun and 12 shells, club, brass knuckles, knife, uniform (Good Quality Clothing), 3 doses of stimm, injector, Arbitrator ID, chrono, pack of lho-sticks, chain coat, steel toecap boots (memento), bag of shot pellets (memento).

Packet background:

The Red Vaults of Luggnum
Cost: 100xp

Heresy likes to find quiet, unloved and unobserved places to take root. The mining world of Luggnum was undoubtedly fertile ground for it to grow. For years, dark reports and rumors of misrule leaked from the domains of Lady Orlea Grey on this backwater mining world. When sub-sector Arbites control finally dispatched a fifty-strong investigation and suppression force expecting to find some starving cult hiding in the mines, they walked instead into a veritable hell that took their lives and shredded their sanity. Confronted with murder-mazes where hapless workers had been hunted through the subterranean passages by kill-rigged servitors bonded to unholy devices that craved flesh and blood to thrive, the few that escaped to the upper levels learned the dreadful truth that the entire mining complex had been turned into a hedonistic charnel house by Lady Grey-- the "Crimson Countess" as she was called by her favored intimates. Lady Grey constructed the place for her own bloody sport and and that of the corrupted owners of Luggnum's Ironback mines. A full scale Castigation Purge by the sector Arbites and the Ordo Hereticus followed, but it was not until much later that the true secret was discovered: Lady Grey was not herself. She was, in fact, one of the most infamous heretics in the sector-- Myrchella Sinderfell, the "Red Angel of Vaxanide," a woman thought dead for over a century. Some believe she survives in spite of the Castigation, since her body was never recovered from the ruins of Grey's fortified estate.
The Arbites that survived the initial investigation into the Red Vaults are few, but hardened by the terrors they encountered. The Inquisition quickly found use for many of their small number. Particularly, they are suited to work with the most brutal Inquisitors, whose methods are easily stomached by these cold-eyed men and women who have seen the terrible price of letting heresy fester.

Increase Willpower by +3. You begin play with the Jaded talent; 1d5 Insanity Points.

Additional: Mac operated within the PDF as a beat cop and later an arbitrator for general investigations. His career spanned 20 years and took him to and fro many locations including Luggnaum in the 50-strong investigation expedition. Unfortunately he was present during the purge and slew several of his own comrades who went mad during the insanity. Of of 50 survivors only a few lived unbroken, and Mac is one of those few. Other survivors are his closest friends and contacts. Mac has since retired and has been picked up by the inquisition.

- OF MEN





Journal of Khazrel Nakhu “Journey to the Cities Afar” 32’s93

- OF MEN

”The sprawling kingdoms of men and their inhabitants are seemingly the most primitive of those we trade with. This is a perceived notion at first glance and now I know they can be frighteningly complex creatures with no small amounts of abstract thinking, lack of forethought, social conflict, and remarkably aggressive behaviors. While some men do indeed value the code of law, most simply do so to better their own well being or merely to survive. Alas one can not deny that the kingdoms of men are successful in their own way. They have build unto land were Dwarfs would find indefensible and hold it for generations, often rebuilding settlements several times after being utterly destroyed. Perhaps there is a lesson of perseverance to learn from that Dwarf kind would be wise to see.”

“Men stand at least two heads taller than Dwarves. They have thin weak beards and smallish eyes that shift dishonestly. Their skin is often mottled with pot-marks, scars, disease or other markings. They rarely bathe so it is true that one can often smell the likes of men before seeing them. Men breed often, often as much as six or seven litters a generation. Luckily most of these young perish before adulthood either by disease, war or neglect. Otherwise the world would likely be overrun with petty man-kingdoms everywhere one looks – a horror I can scarcely imagine."

“Men live in a variety of social structures; from small nomadic villages with a mere twenty members, to the vast cities in the three kingdoms which is said to contain more than 50,000 of their folk. The largest city I have seen has been Ahkerik of Vamarine which contains roughly 24,000 inhabitants. I can scarcely see how a place can be more filled with squalor, decay and strife while still surviving. As I have eluded too, men divide themselves into kingdoms which have a local ruler who pays homage to a greater ruler. These greater rulers are often at strife with one another for one petty reason or another. In particular after the sundering of great Ladoga, there is neither certainty nor consolidation towards any central core nor even a central language among men.”

“Vamarine, Orobia, and Kabdoria are the three major kingdoms of men with well over a dozen smaller ones who pay homage to one of these three. A few smaller ones are independent all-together but this is rare. Of late many of these smaller kingdoms have fell while others have rose to power in a very short period of time. The peasant folks often take the brunt of this turmoil either by being displaced, levied to war, or simply slaughtered for dwelling in an unfortunate location. For this reason most other races avoid the realms of men unless it is to trade with the border kingdoms. Dwarves, Elves and certainly Halflings have little interest in this fruitless and endless conflict.”

“These large overbearing wars drive a great deal of their society. Iron is mined to make weapons, horses are bred for war mounts, salt is quarried for rations and so forth. Even children are bred and trained at the arts of war at a very early age. The things that are not surrounded by war I actually find quite pleasant. Men are often good hosts, at least for a short time. While they can be quick to judge, they usually hold no ill will towards those who come and offer trade. They have festivals occasionally and often a wide assortment of brews. A few stalwart souls have found the time for art and culture, so at least some is seeping into the general society. Some dwelling of learning have slowly developed as well, although not as quickly as I would have hoped.”

“In an effort to illustrate my points let me speak of a recent journey to a mid-sized kingdom called Kaleria.”

“Last spring I met up with a smallish caravan heading to Kaleria at a large walled homestead that catered towards the traveling sort. They were well to have me, as men like to share a tale as much as any full bearded Dwarf. We left the following sunrise with Scoki and I among the forward carts. A pair of badgers glided along side of our cart and I surmised they were present to smell out trouble or potential game. A great northern bear pulled the rear heavy cart while two horses pulled ours. To illustrate the superstitious nature of men, we stopped every time we crossed a river and left an offering of shiny pebbles and corn on a lily pad to each shore. When the road strayed near a stagnant pond, all men strode by with unblinking eyes and never facing their back to it. Salt was routinely offered to ill-shaped trees. One evening a young lass told of a Meggit she had saw and spoke too. She was chastised for speaking to it and we rode several more miles instead of breaking for camp in case the Meggit returned with more of its mischievous kind. Indeed the following morning we all awoke with spoons on our heads – luckily it was not mandrake in our tea.”

“I was glad to arrive in Kaleria and I was quickly invited to the lord's keep, Bohemond of Kaleria and Arkril. I suppose this is because I am a Dwarf, rare in these parts and because my name is known as a seasoned traveler. News from far away is a valued commodity and I will gladly put it forth should it get me a better meal and bed. I suspect this is why I was promptly invited to see his lordship.”

“The keep was small and dank but very practical. I was surprised how far the fortifications have come in the past few centuries and indeed this keep would be very troublesome to overtake. I was led to a largish chamber where Lord Bohemond toiled. The first obvious sight was that of a forlorn Halfling hanging in a cage. The cage was too small to stand straight in but too narrow to sit, and it pained me look upon the poor soul. I was later told the resident was a Sheriff who took some matter into his own hands and Lord Bohemond took it upon himself to display the true authority in the land. I later guessed his true intention was to gain the Sheriff’s knowledge of presentience and use it against his enemies. After I left Kaleria I was told Lord Bohemond had a Dwarf in a hanging cage as well, but removed him from the chamber due to my presence. He obviously knew my honor would have no choice but to demand his freedom. Even now, months later, it troubles me.”

“Lord Bohemond fingered through sorts of maps and ledgers while his men ate a fare of mead of mutton well within sight of the Halfling. Lord Bohemond was surprisingly courteous to me as we spoke. We spoke as an equals when most nobility of men rarely do so. He was candid about his recent conflicts, where a very strong lord to the north in Orobia overtook his territory in Arkil which is now in their hands. Later I learned that this was partly Lord Bohemond’s doing when he pickled the Orobia diplomat and sent him on a boat full of the Orobia delegation, all locked in the briney hold and set adrift.”

“While Lord Bohemond did indeed loose Arkil, he noted that he levied every peasant therein who could hold a sword and matched them up against the well trained Orobia archers and spearmen. Needless to say most of the population of Arkil was laid to waste and Lord Bohemond’s knights burned most of the fields and homesteads. While Orobia indeed won the territory, they gained little and indeed stretched their supply lines in maintaining their force therein. At the time of our meeting Lord Bohemond was planning a counter strike in the early spring when the Orobia supplies were most strained.”

“The candid nature of Bohemond was in truth a bit nerve wracking. I sense that he was gauging my reaction and choosing in his mind on what do with me. Luckily I have little contact with his enemies and my insight onto his war plans seemed to impress him. His men offered me a good room and even employment which I declined in the most graceful manner that I possibly could - I feinted a death in the family that I needed to return too. I have no doubt Lord Bohemond knew that this was indeed a farce but I think he appreciated the gesture.”

“Keleria is a militaristic realm, even by human standards. Lord Bohemond had over two dozen landed knights and their men were all well trained and preparing feverishly. Their battle rituals were interesting and comprised of superstitious gestures, meager offerings, and some knights prayed with various clergymen. Bearcats and dogs were used along side the men in battle but as in most warfare, minor roles of surveillance, decoys or logistics. I am told tales of mammoths, wurms, and even walruses being used in battle and I generally scoff at such things. What a sight it would be to behold, and I admit the glory of battle did flow into my heart while in Keleria. It is such an all encompassing thing that it is hard not to get caught up on it.”

“Lord Bohemond was gracious enough to free me of any taxes while I traded, and I did so for a few days before taking my leave. I could sense I was being followed, but by very skilled hands as I never did catch sight of them. I still can feel the eyes in an odd sense; perhaps Lord Bohemond has the Oculus? If so indeed the Orobian lords are right to fear him, and more so of the ambition and intelligence behind his sullen eyes.”

“And so, you can see the people of men are thoughtful creatures, even though their actions and direction is greatly misplaced. I genuinely look forward to visiting the lands of men again, although hopefully in decidedly peaceful times.”

Tuesday, January 20, 2009

Not It

Looks like I did not make it into the Paizo Villains round. A welcome relief actually since I'd rather devote my time elsewhere rather then write up things for many hours and then be bumped out like last year. Anyhow, posting should return to regular abundance as you can see by today's allotment.

The Oculus


I've thought about the name and abilities of the blood-line powers occuring during the 9 year Summer, The Estaoculus - the summer of eyes. I think I will simply call it The Oculus. Simple name and pretty much straight to the point.

I am taking it as that some families of all races who lived around 180 years ago during this 9 year summer are the origin of this ability. For whatever reason they were effected while others were not. Stayed in the perpetual light too long, ate the wrong things, whatever. Some of these families have since died out, some have proliferated. I would say the ability is probably about as rare as an albino is today, ~0.3% or a couple for every thousand people. Just because a family is known for the trait it does not mean they have it. It only develop for those with the trait and have activated it through some sort of trail by fire. IE - I am saying when they first gain XP, so really any adventurous means would activate it, even in a child.

The actual powers I am still mulling over and it will be somewhat hard to balance correctly. Also the reaction to the general populace will probably vary wildly, from respected and feared to hunted down like a dog. Note however that The Oculus is only obvious when it is used and the eyes change in appearance while doing so. It otherwise is not apparent and easy to hide. I figure I will dot down 20 or so lines and give them a short write up. I can make up others as we go, in particular for npcs, villains and the like. In general I picture them as a cross between vampire clans and bloodlines in birthright. These families will clearly be tight knit because of their differences with the other population, and because of rival Oculus families. A full gambit of politics will be involved since many such Oculus folks are kings, judges, warlords and so forth.

In particular it should be used with noteworthy NPCs. A legendary thief, a white-beard Dwarf, a zealous Halfling Sheriff, a well loved king, and so forth. I am thinking it will also be a big factor in what delineates the PC from the rest of the crowd and also an ace in the pocket should they need it. Perhaps then a villain may think twice about meeting this person again or have some sort of unholy agenda for them. When two of these individual clash, it should likewise be a very memorable event, and expect as I do some of the recent history it will be some of the crux events that have shaped the world.

- OF HALFLINGS


Journal of Khazrel Nakhu “Journey to the Cities Afar” 32’s93

- OF HALFLINGS

”Of all the races I have encountered, and I have encountered many, none are so much of a conundrum as the Halflings. In a broad view they appear to be stoic beings; humorless, pragmatic, thieves, and ruthless traders. Their Sheriffs run amuck going where they please and seemingly set them selves upon random tasks with a zealous agenda. Most non-Halflings find them to be self-righteous, bitter, and undoubtedly troublemakers. “

“After spending much time with them I find this assessment to simply not be true. They are in fact quite fill of mirth when in their own domain and enjoy life as much as any Dwarf with two maids in his bed and mead in his belly. However this is rarely seen outside their hilly forts, and only their mongering traders and fervent Sheriffs are viewed by the outside world.”

“Be patient with my analysis on how this seems to be so. First let me speak of their appearance. All Halflings are at least a head or two shorter than a Dwarf. They are often gangly with dexterous limbs and a mop of long weedy hair upon their head that range from blonds to browns but most dominantly, red. Freckles are common and the skin runs the full gambit of fleshy tones. Halflings have large wide eyes that are shifty compared the stony gaze of Dwarves – and their eyes are usually blues and greens.”

“When in the presence of danger or high stress, all but the best trained Halfling Sheriffs naturally freeze like a statue. This can be a bit unnerving when a horse kicks a barn wall and 30 Halflings around the stables all but go dead still. However in the wilds, his response makes them very difficult to spot, particularly in high grasses.”

“Halfling villages are never so large as to hold more than a few thousand individuals. They are well kept, using a myriad of building materials from loose hides to the finest marbles. Halfings are fond of multi-tiered structures and most of their dwellings hold 6 or more rooms. Contrary to belief, Halfing dwellings are large enough for a Human to stand straight in.”

“Halflings are prolific traders and hard bargainers. Be warned that any trade done with a Halflings will require haggling, and in fact most Halfling are insulted if good are not haggled for as it brings the notion that they are not worth bargaining for. Halflings are one of the few races that deals with the unseemly types of Warggots, Goblins, Snowbolds, Redcaps and their ilk. I do not know why this is, but it appears the Halflings have a reputation as worldly traders that are pragmatic enough to offer a fair deal to any. Thus many goods that are unseen by the eyes of Dwarves can be seen at Halfling markets. Likewise should a Warggot get his hands on Dwarven goods, there is a fair chance a Halfling is involved. Halflings also barter more than use coins in their trade and I recommend any visitor to bring a wide array of goods as you never know what will be high valued and what will not. While I could not buy a good crossbow for 30 gold coins, I could buy it with a simple block of salt.”

“Halflings are highly social and gatherings are common every evening among ten or hundreds of folk. Many dwellings have open door welcomes and those who come are welcome to walk in, join in the fellowship, have a snack, and leave – all several abodes in one evening. Halflings likewise have a great deal of festivals, at least one per month, and other events such as weddings, funerals, births usually offer another chance to feast just as often.”

“Halflings are very political amongst each other and families fie for political clout and land control. They rarely have open hostility and in general crime is rare. Those who do break their few laws are usually put to death quite quickly however, and I am somewhat surprised to learn that Halflings know little in the ways of mercy. In particular to those who break a Halflings sense of fairness - they are often hunted down and have removed their feet for petty infractions. I bid any traders to fulfill any deals he has committed to for such reason.”

“Vagrant Halflings often turn to thievery, which is the penultimate crime among Halflings – taking things which are not yours. It seems that those Halfings who have nothing to loose find a certain amount of pride in such work. Death is certain should they be caught but a fair amount of respect is given by a populace should crimes of theft be committed by clever means. Indeed many Halfling folk heroes are ingenious thieves who have been redeemed in some fashion. A romantic view but I have yet to know such a person personally. Many of these thieves are prodded to flee their home villages and traverse to the cities of other races where they can better hone their trade.”

“It is well known that Halflings have a presentience to see the future. I have learned that this trait is in every Halfling to some degree but few have the sense powerful enough to predict the future with accuracy. I am told that presentience is a waking dream rather than a constant sense. It simply occurs at seemly random intervals and can not be forced. Regardless it is true that presentience is very real, and many races come to the Halfings for services in regard to weather prediction to the sex of an unborn child. By dictate, only the Halfling Sherrifs are allowed to speak on behalf of presentience, so services in that regard are limited but not unheard of. Oddly enough this service is always free and never bartered for.”

“Naturally those with excellent presentience are put into leadership positions and I am told this ability runs strong among particular families. It is no wonder that these families are the natural leaders of their kind. Particularly strong presentience in a Halfling who is also adventurous can pursue a career as a Sheriff. A Sheriff, for those that do not know, roam the world setting events into a certain motion – towards a persistent future that they can see and must strive to attain. I find this troublesome since the Sheriffs will not share what exactly this future is, only that it is for the betterment of prosperity.”

“Sheriffs therefore are their own law and often do many bewildering things in the service of this predefined future. I’ve seen them lay a bottle of milk at a Warggot den, I’ve seen them save the life of drowning children, I’ve seen them slay a walking messenger for no obvious reason. It is no wonder that Sheriff are ill-trusted but given a certain respect among those they come across. A likewise most Sheriffs feel the burden of their duty and are stoic folks with sullen gazes. Authorities are very weary of them but most give them enough berth to allow them to do what they need too, then quickly send them off.”

“Rarely some Halflings have a waking nightmare and go quite mad. These individuals see a particular future and are never the same again. A cog is switched, they snap, and they are a completely different person, and usually quite motivated by what they have seen. These are among the most dangerous folk I have ever encountered in my journey as they seemly follow their own hidden agenda and appear to be free of any sort of compassion or morality. When this happens it is not uncommon for an entire group of Sheriffs to hunt this individual down - often for years until they are caught and slain. I am troubled that the Sheriffs go through such lengths and even more troubles when they fail.”

“I suppose that tales of murdering Sheriffs, rude merchants who deal with Warggots, and strange thieves that lurk in the night all give the Halfings an undeserved reputation. By in large they are a pleasant race and it is pity that most other folk do not see this side of them. Such is the way of things however.”